Add this to the function that fires when the scene pops:
SCENE_MANAGER:ToggleTopLevel(CraftStoreFixed_Blueprint_Window)
From /internalingame/scenes/internalingamescenemanager.lua.html:
Code:
function ZO_InternalIngameSceneManager:ToggleTopLevel(topLevel)
if(topLevel:IsControlHidden()) then
self:ShowTopLevel(topLevel)
else
self:HideTopLevel(topLevel)
end
end
That way you can use it to handle showing or hiding. Otherwise you should just be able to use InternalIngameSceneManager:HideTopLevel(CraftStoreFixed_Blueprint_Window) directly (untested).